Game addition and internet addiction cause adolscents' critical maladjustment. This study examined relevancy of patterns and their hypothesis testing after constructing assumed patterns by structural equation analysis from related philological referen...
Game addition and internet addiction cause adolscents' critical maladjustment. This study examined relevancy of patterns and their hypothesis testing after constructing assumed patterns by structural equation analysis from related philological reference to verify patterns of game addiction and internet addiction. The aim of the study was based on patterns verification in order to inquire into effects of the two addictions by giving two addiction groups self-esteem enhancement cognitive behavioral therapy.
The first half of it composed a proposition by selecting social variable and self-regulation variable to verify the addiction path. As for social variable, social support and media variable were used for measured variable and as for self-regulation variable, emotional variable(depression and impulsiveness) and self-related variable were used for measured variable so as to compose assumed patterns. Scales used for Model exploration were those of internet addiction, game addiction, CDI(Childish Depression Inventory), Impulsiveness Inventory, Self-esteem Inventory, Self-proficiency Inventory, Social Support Inventory, Internet and Game check-up related en quete. According to structural equation analysis of 379 second-year students of middle school, a proposed pattern that social variable through the medium of self-regulation variable and individual external variable itself caused their addicted behaviors turned out to be the most convincing one in both game addiction and internet addiction.
The second half of the study composed verification of effects from self-esteem enforcement cognitive behavioral therapy influencing on adolscents' game addiction. Three groups with 21 students respectively were chosen for game addiction group and internet addiction group. Self-esteem enhancement cognitive behavioral therapy was conducted for the first experimental group, cognitive behavioral therapy was given to the second comparison group and nothing was done to the third control group. Then, repeated measurements design was used for statistical verification of the study. Scales used for game addiction group were those of Game Addiction, Self-esteem and Self-proficiency while scales used for internet addiction group were those of Internet Addiction, Self-esteem and Self-proficiency. Specifically, the game addiction group with 21 students was divided into three sub-groups with 7 students each called self-esteem enhancement cognitive behavioral therapy group, cognitive behavioral therapy group, control group. The same process was done to internet addiction group with 21 students as to game addiction group. Self-esteem enhancement cognitive behavioral therapy included 8 cognitive behavioral therapies and 3 self-esteem enhancement programs.
The first conclusion of this study is that self-esteem enhancement cognitive behavioral therapy caused a significant decrease in game addiction and a significant increase in self-esteem and self-proficiency for game addiction group, compared to cognitive behavioral one. The second conclusion is that self-esteem enhancement cognitive behavioral therapy caused a significant decrease in internet addiction but no significant change in self-esteem and self-proficiency for internet addiction group, compared to cognitive behavioral one. Therefore, this conclusion suggests that self-esteem enhancement cognitive behavioral therapy will be an effective means in decreasing adolscents' game addiction and in increasing their self-esteem and self-proficiency for game addiction group. On the other hand, it is considered that self-enhancement cognitive behavioral therapy will be also effective in decreasing internet addiction but not very effective in self-esteem and self-proficiency for internet addiction group. After all, this study concluded there is a different nature between game addiction group and internet addiction group in a sense that self-esteem enhancement cognitive behavioral therapy is more effective for game addiction group though it is effective in decreasing internet addiction as well but not so effective in increasing self-related variable such as self-esteem and self-proficiency for internet addiction group.
The significance and limitations of this study as well as suggestions for further researches were discussed.